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Wednesday, August 19, 2015

New BX Animal Classes: Canines

It took me a long time to figure out how to handle the breadth of dog breeds as anthropomorphic classes, but I think I finally have it worked out.

OVERVIEW

The types and abilities of canines vary greatly. For quick reference, a table has been provided outlining the restrictions for each breed, and set of Canine Experience Tables is used to simplify the tracking of experience points needed by each breed to gain its next level.

GENERAL RESTRICTIONS: The Hit Dice, weapons allowed, and maximum Strength score of any breed is determined by its size as outlined below:

All dogs may wear any type of armor and may use shields, and are permitted the same magic items as fighters.

GENERAL SPECIAL ABILITIES: Small breeds receive the same “to hit” bonuses for size as a halfling, and gain a –1 bonus to their AC against man-sized or larger opponents, except toys, which gain a –2 bonus to their AC against man-sized or larger opponents.

HERDING DOGS

Herding dogs are athletic and diligent, and find their greatest strength in their ability to rally others.

The prime requisites of a herding dog are Wisdom and Dexterity. If a herding dog has a score of 13 or greater in both Wisdom and Dexterity, the character will gain a +5% bonus on earned experience points. If a working dog has an Dexterity of 13 or greater AND a Wisdom of 16 or greater, the character will earn a +10% bonus on earned experience.

Herding dogs use the same attack and saving throw tables as clerics.

RESTRICTIONS: Small herding dogs use Canine Experience Table A, while medium herding dogs use Canine Experience Table B. Herding dogs may advance to a maximum of 7th level of experience. A herding dog must have a minimum Charisma score of 9.

SPECIAL ABILITIES: Herding dogs are natural leaders. The maxiumum number retainers a herding dog may have is increased by 1 for each level of experience (e.g., a 2nd level herding dog may engage the services of 2 additional retainers beyond the number normally indicated by his or her Charisma). Additionally, all of a herding dog’s retainers gain a +1 bonus to their morale (in addition to bonuses from Charisma).

Herding dogs also have the ability to rally their party, providing all of the party members +1 bonuses to their “to hit” and damage rolls, as well as their saving throws, for a duration of 1 turn. A herding dog may use this ability a number of times a day equal to his or her level.

HOUNDS

Hounds are hunters, and two distinct types exist: sight hounds (those who hunt by sight), and scent hounds (those who hunt by scent). Both types are independent. While they aren’t opposed to working with others, they will often put their own interests above their party’s.

The prime requisite of a hound is Intelligence. Hounds with an Intelligence score of 13 or greater will gain a bonus to their earned experience points.

Hounds use the same attack and saving throw tables as thieves.

RESTRICTIONS: The size of a hound determines which Canine Experience Table is to be used, as outlined below:

Hounds may advance to a maximum of 8th level of experience. A hound must have a minimum Intelligence score of 9.

SPECIAL ABILITIES: The abilities of a hound are determined by whether it is a scent hound or a sight hound.

Sight Hound Abilities: Sight hounds are able to track creatures based on the smallest of visual cues left as a creature passes through an area. The base chance of success for a sight hound tracking a creature in the wilderness is 50%, with a 5% bonus per level above 1st (e.g., a 3rd level sight hound gains a 10% bonus for a total chance of success of 30%). Underground, the chances of a sight hound tracking successfully are halved. A sight hound is able to detect traps and secret doors on a 1-3 (on 1d6). Sight hounds are able to hear noise as a thief of the same level.

Scent Hound Abilities: Scent hounds are able to track creatures based on the olfactory cues left as a creature passes through an area. The base chance of success for a scent hound tracking a creature in the wilderness is 50% with a 5% bonus per level above 1st. Underground, the scent hound receives an additional 10% bonus. A scent hound is able to detect traps and secret doors on a 1-2 (on 1d6). Scent hounds are able to hear noise as a thief of the same level.

SPORTING DOGS

Sporting dogs are loyal and task-oriented.

The prime requisites of a sporting dog are Strength and Dexterity. If a sporting dog has a score of 13 or greater in both Strength and Dexterity, the character will gain a +5% bonus on earned experience points. If a working dog has a Strength of 13 or greater AND a Dexterity of 16 or greater, the character will earn a +10% bonus on earned experience.

Sporting dogs use the same attack and saving throw tables as elves.

RESTRICTIONS: Medium sporting dogs determine their hit points using eight-sided dice (d8) and use Canine Experience Table B, while large sporting dogs determine their hit points using ten-sided dice (d8) and use Canine Experience Table C. Sporting dogs may advance to a maximum of 7th level of experience. A sporting dog must have a minimum score of 9 in Intelligence.

SPECIAL ABILITIES: Sporting dogs are able to detect secret doors and traps on a 1-2 on 1d6.

TERRIERS

Terriers are determined, courageous and self-confident.

The prime requisite for terriers is Wisdom. Terriers with a Wisdom score of 13 or greater will gain a bonus to their earned experience points.

Terriers use the same attack and saving throw tables as dwarves.

RESTRICTIONS: Small terriers use Canine Experience Table B, while medium terriers use Canine Experience Table C. Terriers may advance to a maximum of 6th level of experience.

SPECIAL ABILITIES: Terriers are able to hear noise with a 5-in-6 chance. Aditionally, they make all saves vs. fear and fear effects with a +2 bonus.

TOYS

Toy dogs are a lot in small package, having strong personalities and strong spirits.

The prime requisites of a toy are Strength and Dexterity. If a herding dog has a score of 13 or greater in either Strength or Dexterity, the character will gain a +5% bonus on earned experience points. If both the Strength AND Dexterity scores of a toy are 13 or greater, the character will earn a +10% bonus on earned experience.

Toys use the same attack and saving throw tables as halflings.

RESTRICTIONS: Toys use Canine Experience Table B. Toys may advance to a maximum of 5th level of experience.

SPECIAL ABILITIES: Like halflings, toys are accurate with missile weapons, enjoying a +1 bonus with them. The agility of toys provide them with a –2 bonus to AC and a +1 to initiative rolls (in addition to adjustments from Dexterity).

WORKING DOGS

Working dogs are powerfully-built, intelligent, and task-oriented.

The prime requisites of a working dog are Strength and Intelligence. If a working dog has a score of 13 or greater in both Strength and Intelligence, the character will gain a +5% bonus on earned experience points. If a working dog has a Strength of 13 or greater AND an Intelligence of 16 or greater, the character will earn a +10% bonus on earned experience.

Working dogs use the same attack and saving throw tables as fighters.

RESTRICTIONS: Medium working dogs use Canine Experience Table A, and large working dogs use Canine Experience Table X. Working dogs may advance to a maximum of 8th level of experience. A working dog must have minimum scores of 9 in both Intelligence and Constitution.

SPECIAL ABILITIES: Working dogs are able to detect secret doors and traps on a 1-2 (on 1d6). Additionally, they are able to disarm traps as a thief of the same level.